Gaming apparatus and method with full-motion video characters

ABSTRACT

One embodiment relates to a gaming apparatus. The gaming apparatus includes an electronic display and a circuit configured to control the electronic display and to cause the electronic display to display a graphical scene. The graphical scene includes a first portion having a first video corresponding to a first body portion of one of a number of characters, a second portion having a second video corresponding to a second body portion of one of the number of characters, and a third portion having a third video corresponding to a third body portion of one of the number of characters.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application is a continuation of U.S. application Ser. No.12/365,788, filed Feb. 4, 2009, which claims the benefit of U.S.Provisional Patent Application No. 61/026,404, filed Feb. 5, 2008. U.S.application Ser. No. 12/365,788 and U.S. Provisional Patent ApplicationNo. 61/026,404 are both incorporated by reference herein in theirentireties.

BACKGROUND

The present application relates generally to the field of gamingsystems. More specifically, the invention relates to a video slotmachine or other games of chance.

Slot machines typically include three or more reels that spin when auser enters money and starts the machine by, for example, pulling alever provided on the side of the machine. The reels spin, then stop toreveal one of several symbols on the reel. By matching symbols on thereels, a user may win a prize. The reels are generally arrangedhorizontally and include brightly colored and easily recognizablesymbols such as images of fruits or simple shapes such as bells,diamonds, or hearts. Video slot machines substitute mechanical reels forscrolling portions on a video screen. If a user matches the symbols onthe reels, they may be allowed to use the winnings to try again or“press the bet” to win a larger prize.

SUMMARY

One embodiment relates to a gaming apparatus. The gaming apparatusincludes an electronic display and a circuit configured to control theelectronic display and to cause the electronic display to display agraphical scene. The graphical scene includes a first portion includingvideo corresponding to a first body portion of one of a number ofcharacters, a second portion including video corresponding to a secondbody portion of one of the number of characters, and a third portionincluding video corresponding to a third body portion of one of thenumber of characters. The circuit is configured to at least one of spin,randomize, and jumble different possible videos for each of the first,second, and third portions. The circuit is further configured to enter awinning state when the video shown in the first, second, and thirdportions are associated with the same character wearing matchingclothing.

Another embodiment relates to a method of providing a game of chance viaa graphical scene shown on an electronic display. The method includesproviding a first video on a first portion of the graphical scene, thefirst video corresponding to a first body portion of a model. The methodfurther includes providing a second video on a second portion of thegraphical scene, the second video corresponding to a second body portionof the model. The method yet further includes providing a third video ona third portion of the graphical scene, the third video corresponding toa third body portion of the model. The method yet further includesproviding an indication of a winner if the first video, the secondvideo, and third video are associated with a similar costume theme.

Another embodiment relates to a device connected to a display. Thedevice includes a circuit configured to cause a character to bedisplayed on the display wearing multiple pieces of clothing, whereinthe circuit is configured to vary the pieces of clothing shown on thecharacter when a game is played. The circuit is further configured toenter a win routine for the game when the pieces of clothing shown onthe character match once the varying of the pieces of clothing isdiscontinued.

Alternative exemplary embodiments relate to other features andcombinations of features as may be generally recited in the claims.

BRIEF DESCRIPTION OF THE FIGURES

The disclosure will become more fully understood from the followingdetailed description, taken in conjunction with the accompanyingfigures, wherein like reference numerals refer to like elements, inwhich:

FIG. 1 is a front view of a gaming apparatus such as a slot machine,according to an exemplary embodiment;

FIG. 2 is a view of a display for the slot machine of FIG. 1 in a firstor idle mode, according to an exemplary embodiment;

FIG. 3 is a view of a display for the slot machine of FIG. 1 in a secondor selection mode, according to an exemplary embodiment;

FIGS. 4-7 are views of a display for the slot machine of FIG. 1 in athird or play mode, according to an exemplary embodiment;

FIG. 8 is a view of a display for the slot machine of FIG. 1 showing abonus mode, according to an exemplary embodiment; and

FIG. 9 is a block diagram of an apparatus for use with the displaysystem of FIG. 1, according to an exemplary embodiment.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Before turning to the figures which illustrate the exemplary embodimentsin detail, it should be understood that the application is not limitedto the details or methodology set forth in the description orillustrated in the figures. It should also be understood that theterminology is for the purpose of description only and should not beregarded as limiting.

Referring to FIG. 1, a gaming apparatus 10 can be a slot machine orsimilar device. Apparatus 10 can generally be a game of chance and caninclude a multitude of graphic images (e.g., screen shots, video shots,pictures, etc.) or representations thereof. A player pays money (or someother form of credits) to play the game, which includes a circuitconfigured in one or more modules (e.g., software and/or hardware) andto rotate or otherwise jumble the graphics. If the graphic images lineup in some predetermined pattern, the player wins. According to anexemplary embodiment, gaming apparatus 10 includes a user interface 12and a display 14. Gaming apparatus 10 may include a slot to receivecoins and/or tokens or a magnetic reader to accept credit cards or otheritems with a magnetic strip. Gaming apparatus 10 can also include anaccount login feature that allows a user to log into gaming apparatus 10with account information (e.g., a username and password) to accesspre-stored money or credits (e.g., a player's club account, a creditcard associated with a hotel room, etc.).

User interface 12 allows a player to start and otherwise control gamingapparatus 10 and select various options (e.g., number of credits towager, the gender of the model or character, etc.). As shown in FIG. 1,interface 12 includes a multitude of buttons provided below display 14.According to other exemplary embodiments, user interface 12 may includea traditional lever, or any other suitable tactile input device. Userinterface 12 may be integrated with display 14 (e.g., a touch screen) ormay be provided separately from display 14 as shown in FIG. 1. Userinterface 12 can be a single user interface element (e.g., a singlelever or button) or include a plurality of user interface elements.

According to an exemplary embodiment, gaming apparatus 10 operates as avideo slot machine and display 14 is configured to show graphicalrepresentations of three or more “reels” (e.g., screen portions,screens, etc.). As described below, display 14 changes depending onwhether the machine is idle, in use, or in play. While most slotmachines include reels with various symbols such as images of fruits orsimple shapes such as bells, diamonds, or hearts, gaming apparatus 10includes images of models or other characters. The models can be clothedin various sets of clothing. Gaming apparatus 10 can be configured toallow a player to win by completing a set of clothing.

Referring also to FIG. 2, in an idle mode, when no one is playing,display 14 shows static images or video of a model 20 (e.g., video of areal person) in a bathrobe or other clothing. Model 20 may stand still,dance, shift his or her weight, look bored, or may otherwise be movingor stationary. Audio may be periodically played through an audio system16 to encourage a user to play. The audio may match the static images orvideo of model 20. Model 20 may be one of several male or female modelsthat a user can choose from when playing gaming apparatus 10. The choiceregarding model 20 can be made at the beginning of a user's gamingsession, between tries at the game, or otherwise, based on inputsreceived from user input device 12. According to an exemplaryembodiment, different models are associated with different bets. In yetother exemplary embodiments, different models are associated withdifferent potential pay-outs or odds of winning.

As shown in FIG. 3, display 14 enters a selection mode when a playerbegins playing. The selection mode may be triggered, for example, by aplayer inserting coins or tokens into the machine, a player sitting downat the machine (e.g., based on a signal from a human detection sensor,such as a seat contract switch, capacitive sensor, etc.), or a playerpushing any button on interface 12. In the selection mode, display 14shows more information than in the idle mode.

A portion of display 14, for example, the top of display 14, displays amenu 22 of available characters based on character data retrieved from amemory device. According to an exemplary embodiment, menu 22 includes amultitude of headshots for the various models a user may play with. Auser may select a model with a touch screen interface or additionalbuttons provided proximate to menu 22. Menu 22 may include more modelsthan can be shown on display 14 at once and scroll buttons 23 may beprovided to allow a user to view additional models. According to oneexemplary embodiment, one model 26 in menu 22 (e.g., the model locatedin the center of the menu) is highlighted. The highlighted model 26corresponds to the model 20 shown on a center portion of display 14. Byscrolling through menu 22, a user changes the highlighted model 26 andis able to preview the various models before choosing a model with whichto play the game.

A portion of display 14, for example, the sides of display 14, shows amultitude of winning combinations 28. According to an exemplaryembodiment, winning combinations 28 are matching sets of three pieces ofclothing (e.g., cowboy/cowgirl costumes, beach/swim wear, sport wear,formal wear, lingerie, etc.). Prize values (e.g., the number of coins orcredits a player can win) may be displayed along with each of thematching sets of clothing. The winning combinations 28 are configured tobe distinct from each other (e.g., displayed separately) such that auser can easily determine whether a winning combination 28 has beenachieved during play. The possible pieces of clothing may have a similartheme for both male and female models or may be provided for only themale or female models.

A central portion of display 14 shows a model 20 in a bathrobe or otherclothing, similar to the idle mode. According to an exemplaryembodiment, the central portion of display 14 is divided to include afirst portion 30, a second portion 32, a third portion 34, and a fourthportion 36. In an alternative embodiment, only one portion, a pluralityof portions, or more than five portions may be provided for variable orinterchangeable display at each portion. A dividing line (e.g., a dottedline, etc.) or other graphical boundary may be shown between theportions, or the divisions may become clear only when the portions beginchanging. According to yet other exemplary embodiments, a divisionbetween the portions is not visible or does not exist. The first portion30, second portion 32, third portion 34, and fourth portion 36 areconfigured to align with the image of the model such that first portion30 shows the model's lower legs and feet, second portion 32 shows themodel's mid-section, third portion 34 shows the model's upper torso, andfourth portion 36 shows the model's head. Each of the first 30, second32, and third 34 portions correspond with one of the three pieces ofclothing in the matched sets 28 that are revealed and/or varied whengaming apparatus 10 is played. It should be noted that more or fewerportions may be provided, according to various exemplary embodiments.

As shown in FIGS. 4-7, when a user begins play the game (e.g., afterusing user interface 12 to select the model and/or to otherwise triggerthe beginning of the game), display 14 enters a play mode. The userbegins play by selecting a model and pressing a spin button or otherwiseactivating a user interface element (e.g., by pulling a lever, bytouching a touch-screen area, etc.). Once play is begun, a curtain 40 orother obstruction can cover or obscure menu 22 (e.g., menu 22 can beremoved from the screen), such as by displaying a curtain or otherobstruction instead of the portion of the character to create theimpression of being covered. Curtains 42 a-42 c can also cover firstportion 30, second portion 32, and third portion 34 of the model,leaving fourth portion 36 uncovered. Curtains 42 a-42 c may be animatedto move across the central portion of display 14 horizontally and/orvertically such that first portion 30, second portion 32, and thirdportion 34 correspond to the reels on traditional slot machines.Alternative animation schemes are possible (e.g., spinning cubes,spinning shapes, morphing shapes, morphing images, vertical shades,blinds, etc.). FIG. 5 shows display 14 with curtain 42 c retracted toreveal an image of the model's upper torso with a first piece ofclothing in third portion 34. FIG. 6 shows display 14 with curtain 42 bretracted to reveal an image of the model's mid-section with a secondpiece of clothing in second portion 32. FIG. 7 shows display 14 withcurtain 42 a retracted to reveal an image of the model's legs with athird piece of clothing in first portion 30. As curtains 42 a-42 c aredisplayed and moving, the model may offer words of encouragement to theuser via a speaker and/or corresponding video or images.

It should be noted that each portion of the display that shows one ormore body portions of the one or more characters may be full-motionvideo of an actual human actor. The full-motion video may be stopped orpaused during one or more activities of the system in response to one ormore events. According to an exemplary embodiment, the full-motion videomay continue throughout all or most stages or activities of the gamingapparatus so that playing the game appears to be a simulation ofinteraction with a real human. For example, when the curtains are movedover the character, full-motion video of the character appearing tochange behind the curtains (e.g., throwing her robe over the curtain,etc.) may continue to play. It should be appreciated that in someembodiments the curtains may not be provided and that full motion videoof a character changing from a robe into a matched (or mismatched)outfit may be provided as a part of the game (e.g., in response to apull of the lever to start the game, etc.).

In one embodiment, curtains 42 a, 42 b, and 42 c are “retracted” inorder (e.g., by displaying a portion of the model with the clothing data(e.g., video, images) received from a randomizer or jumbling module).Alternatively, a preset order or random order may be utilized. Curtains42 a, 42 b, and 42 c may be revealed simultaneously or sequentially. Inone embodiment, the user can select with a button which curtain isrevealed.

If the images (e.g., videos) revealed by curtains 42 a-42 c are amatched set shown as one of the winning combinations 28 on display 14,the user wins the amount listed for that winning combination 28. Acontrol circuit is configured to calculate a credit for the user and tostore the credit in memory. Credits can be added by the control circuitto a user's account card, a user's account on a network, or otherwiseadded to an account. A control circuit can also be configured to causethe dispensing of coins that have collected in the machine or by anyother mechanism. Further, the model 20 may celebrate and perform anaction that is appropriate for the theme of the clothing. For example ifthe matched set of clothing is a cowboy/cowgirl costume, the model mayslap his or her boot or if the matched set of clothing is swim/beachwear, the model may put on sunglasses. The celebration may be relativelyshort in duration (e.g., less than thirty seconds, less than fifteenseconds, less than give second, etc.) to minimize the amount ofnon-gaming action for gaming apparatus 10. In other exemplaryembodiments, the model may perform an activity or celebration thatrewards the user and is longer in duration (e.g., perform anentertaining dance, which may be more than fifteen seconds, thirtyseconds, sixty seconds, etc.).

As shown in FIG. 8, if a user is able to obtain a winning combination 28(e.g., one time or several times in a row), they may “press the bet” towin more credits by having the model perform some activity that isrelated to the matched set of clothing 28. For example, a model in acowboy/cowgirl costume may ride a bull or a model in swim/beach wear mayride a wave on a surfboard. The duration of time the model performs theaction determines the amount of additional winnings the user collects.The gaming apparatus can be configured to automatically conduct thisactivity upon revealing a winning combination 28 or the user may controlthis activity (e.g., the user selects a button that says “ride the wavefor a bonus and bet again!”).

To help promote the slot machines and attract new models, gamingapparatus 10 may be configured to tabulate (e.g., by storing statisticsin memory) the number of times each model's image is used to play a gameby a user. The model may then receive a royalty payment for use of theirlikeness.

Referring now to FIG. 9, a block diagram of gaming apparatus 10 isshown, according to an exemplary embodiment. Gaming apparatus 10includes processing circuit 61 configured to provide output to and toreceive input from electronic display 62 (e.g., electronic display 62being a touch screen). In embodiments where electronic display 62 is nota touch screen, processing circuit 61 may be configured to receive inputfrom one or more user interface elements (e.g., buttons, levers, etc.)provided to a user of gaming apparatus 10. Processing circuit 61 isshown to include a storage unit 64 and a processor 66. Storage unit 64may include one or more memory devices (e.g., RAM, ROM, disk-basedstorage, an optical drive and disk, flash memory storage, solid statestorage, network storage, network storage via a server computer, etc.)configured to store data/information for recall and use by processor 66.For example, storage unit 64 may be configured to store images (e.g.,image files, video files, digital video, etc.). In some embodiments,storage unit 64 can store a first set of first images 68 associated witha first body portion 30 in a plurality of costumes, a second set ofsecond images 70 associated with a second body portion 32 in theplurality of costumes, and a third set of third images 72 associatedwith a third body portion 34 in the plurality of costumes. The set ofimages 68-72 are stored for each model or character. Each of the imagesor video may be captured video or images of real items and/orcharacters, and/or may be computer-generated video or images (e.g.,cartoon images, three-dimensional renderings, etc.), or a combinationthereof.

Referring still to FIG. 9, processing circuit 61 can be configured tocontrol electronic display 62 and to cause the electronic display 62 todisplay a graphical scene. In other words, processing circuit 61 can beconfigured to control the gaming apparatus and electronic display 62 inparticular to conduct each of the activities described herein (e.g.,with reference to FIGS. 1-9). The graphical scene can have a firstportion including a first image corresponding to a first body portion ofone of a number of characters, a second portion including a second imagecorresponding to a second body portion of one of the number ofcharacters, and a third portion including a third image corresponding toa third body portion of one of the number of characters. Processor 66can be an application specific integrated circuit (ASIC), a generalpurpose processor, a specific purpose processor, more than oneprocessors configured to work together, or any other suitable processingpart. Processing circuit 61 can be integrated on a printed circuitboard, implemented on multiple circuit boards, formed over a network(e.g., the storage unit being remote from the processor) or otherwiseimplemented. According to an exemplary embodiment, storage unit 64stores computer code for executing and/or facilitating the stepsdescribed herein and processor 66 is configured to execute the computercode stored in storage unit 64. Accordingly, the activities describedherein can be implemented in software so that when the computer code isexecuted the gaming apparatus is configured to conduct the specificactivities.

According to an exemplary embodiment, processing circuit 61 can includea number of software and/or hardware modules configured to executeand/or facilitate the execution of the activities described herein. InFIG. 9, modules 80-86 are shown in memory 75. Modules 80-86 may becomputer code, object code, script code, an executable, and/or any othersoftware or hardware that configures processing circuit 61 to conductone or more activities. It should be noted that memory 75 may be thesame or different than storage unit 64. For example, storage unit 64 maybe disk storage while memory 75 is solid state memory. Referring tomodules 80-86, randomizer 80 may be configured to randomize, jumble, orotherwise vary the video and/or images provided to electronic display 62while the game is active. Randomizer 80 may include a random numbergenerator (e.g., providing a truly random outcome) or different outcomescan be varied based on a weighted function or another algorithm thatprovides a quasi-random outcome. The output from the randomizer may beused to select one or more first, second, third sets of video/imagesfrom storage unit 64. Display module 81 may be configured to driveand/or otherwise control electronic display 62 (e.g., to exposeapplication programming interfaces or other functions of electronicdisplay 62 to the other modules or components of processing circuit 61).Video decoder 82 may include decoding logic for the playback of videoand/or images stored in storage unit 64. For example, the video storedin storage unit 64 may be compressed using, for example, an MPEG4 orDIVX format and video decoder 82 may be configured to decompress andotherwise decode for playback the video. Account module 82 can beconfigured to track a user account, access a user account, or otherwisemanage one or more user accounts relative to gaming apparatus 10. Userinput module 84 can be configured to process signals and/or datareceived from user input elements (e.g., a lever, buttons, etc.) of thegaming apparatus. Gameplay logic module 85 may be configured to commandthe sequences of user and gaming apparatus activities during one or moregames. For example, gameplay logic module 85 can be configured to causethe display to prompt a user for a bet, begin the randomizer, use theoutput of the randomizer to select one or more sets of video or imagesfor playback on electronic display 62, check for one or more winningconditions, enter a winning mode when the one or more winning conditionsare met, utilize an account module to associate a game outcome with acertain user, and the like. Gameplay module may also report bets andgame outcomes to credit/debit module 86 which can be configured to debit(or credit) a user's account depending on the outcome of the game. Inputreceived at card reader 91 (e.g., magnetic card reader, near-fieldcommunication reader, etc.) can be used to add or remove credits viacredit/debit module 86. Credit/debit module 86 can also cause coindispenser to dispense an appropriate winning for a user when a win stateis entered. Audio system 92 can be controlled by processing circuit 61(e.g., provided audio by video decoder 82) when video is played back orotherwise (e.g., to “ring” when a winning state is entered).

It should be noted that, according to various exemplary embodiments, thegaming apparatus (e.g., gaming device, slot machine, etc.) connected toa display includes any circuit configured to cause a character to bedisplayed on the display wearing multiple pieces of clothing, thecircuit being configured to vary the pieces of clothing shown on thecharacter when a game is played. In other words, it should be noted thatwhile different portions and different images may be cycled through(e.g., randomized, jumbled, spun, etc.) the gaming apparatus may beconfigured to “land on” or otherwise select one video (which may be awinning video) for playback on the display. For example, rather than thecycle of different portions, a user may pull the lever and the charactermay begin dressing (or undressing) to reveal a winning (or losing)combination of pieces of clothing in full-motion video. Accordingly,processor 66 may be configured to determine if a user wins or notimmediately (near immediately) when the user pulls a lever or otherwiseactivates the system. Depending on whether the user has won (and whatthe user has won), processor 66 will begin playing a video involving thecharacter that will reveal (e.g., via what the character ends upwearing) whether the user has won. Accordingly, processor 66 may beconfigured to enter a winning state (e.g., a winning routine, which mayinclude video playback, calculating a winning, showing the winning tothe user, ringing bells, etc.), for the game when the pieces of clothingshown on the character match once the varying of the pieces of clothingis discontinued. In other embodiments the winning state may be enteredwhen the user plays the game, with the display changing to make the userfeel as if they are watching the determination in real time (e.g., eventhough it has already been determined). It should be noted that thewinning state may be controlled by gameplay logic module 85 as shownwith reference to FIG. 9 or may be controlled by one or more other logicmodules (e.g., routines, computer code functions, etc.) in memory 75 ofprocessing circuit 61. For example, gameplay logic module 85 may utilizerandomizer 80 results, account module 83, and/or any number of othermodules or calculations to determine if one or more conditions forentering a winning state exists. When the conditions for entering awinning state exist (e.g., when the video shown in the first, second,and third portions of a graphical scene are associated with the samecharacter wearing matching clothing), gameplay logic module 85 may storedata regarding the win state in memory (e.g., update one or morevariables stored in memory), trigger one or more functions (e.g., afunction to cause the display of a winning video, a function tocalculate a user's winnings, a function to sound an alarm and flashlights on the slot machine, etc.). In other exemplary embodiments,entering a win state may trigger other parts of the game (e.g., a “bonusround,” a multiplier routine, allow the user to “double-down” orotherwise increase his or her bet, or the like). In yet otherembodiments, a winning state is entered whenever the conditions for agame win are determined by a processing circuit of the gaming apparatus.

The gaming apparatus as shown in the various exemplary embodiments isillustrative only. Although only a few embodiments have been describedin detail in this disclosure, many modifications are possible. Theposition of elements may be reversed or otherwise varied and the natureor number of discrete elements or positions may be altered or varied.All such modifications are intended to be included within the scope ofthe present disclosure. The order or sequence of any process or methodsteps may be varied or re-sequenced according to alternativeembodiments. Also two or more steps may be performed concurrently orwith partial concurrence. Such variation will depend on the software andhardware systems chosen and on designer choice. All such variations arewithin the scope of the disclosure. Likewise, software implementationscould be accomplished with standard programming techniques with rulebased logic and other logic to accomplish the various connection steps,processing steps, comparison steps and decision steps. Othersubstitutions, modifications, changes, and omissions may be made in thedesign, operating conditions and arrangement of the exemplaryembodiments without departing from the scope of the present disclosure.

Embodiments within the scope of the present application include programproducts comprising machine-readable media for carrying or havingmachine-executable instructions or data structures stored thereon. Suchmachine-readable media can be any available media that can be accessedby a general purpose or special purpose computer or other machine with aprocessor. By way of example, such machine-readable media can compriseRAM, ROM, EPROM, EEPROM, CD-ROM or other optical disk storage, magneticdisk storage or other magnetic storage devices, or any other mediumwhich can be used to carry or store desired program code in the form ofmachine-executable instructions or data structures and which can beaccessed by a general purpose or special purpose computer or othermachine with a processor. When information is transferred or providedover a network or another communications connection (either hardwired,wireless, or a combination of hardwired or wireless) to a machine, themachine properly views the connection as a machine-readable medium.Thus, any such connection is properly termed a machine-readable medium.Combinations of the above are also included within the scope ofmachine-readable media. Machine-executable instructions comprise, forexample, instructions and data which cause a general purpose computer,special purpose computer, or special purpose processing machines toperform a certain function or group of functions.

1. A gaming apparatus, comprising: an electronic display; and a circuitconfigured to control the electronic display and to cause the electronicdisplay to display a graphical scene comprising: a first portioncomprising video corresponding to a first body portion of one of anumber of characters, a second portion comprising video corresponding toa second body portion of one of the number of characters, and a thirdportion comprising video corresponding to a third body portion of one ofthe number of characters; wherein the circuit is configured to at leastone of spin, randomize, and jumble different possible videos for each ofthe first, second, and third portions; and wherein the circuit isconfigured to enter a winning state when the video shown in the first,second, and third portions are associated with the same characterwearing matching clothing.
 2. The gaming apparatus of claim 1, whereinthe circuit is configured to operate the apparatus as a slot machine. 3.The gaming apparatus of claim 1, wherein the graphical display includesa fourth portion comprising video corresponding to a fourth bodyportion.
 4. The gaming apparatus of claim 3, further comprising: a userinterface coupled to the circuit; wherein the circuit is configured toreceive the user selection of the one of a number of characters via theuser interface.
 5. The gaming apparatus of claim 4, wherein the fourthbody portion is a head portion.
 6. The gaming apparatus of claim 1,wherein the characters comprise videos of the same model dressed in thenumber of different costumes.
 7. The gaming apparatus of claim 6,wherein the circuit is configured to cause the display of a video of thecharacter performing an action sequence in response to the winningstate.
 8. The gaming apparatus of claim 7, wherein the circuit isconfigured to determine a payout in response to the win and the payoutcorresponds to a length of the action sequence.
 9. The gaming apparatusof claim 8, wherein the character is a model in a cowgirl or cowboycostume and the action sequence includes bull riding.
 10. The gamingapparatus of claim 8, wherein the character is a model in beach wear andthe action sequence includes riding a wave.
 11. The gaming apparatus ofclaim 8, wherein the circuit is configured to cause the display of avideo of the character dancing when a win is determined.
 12. The gamingapparatus of claim 1, wherein the circuit is configured to cause theelectronic display to provide video of a model before beginning a gameand wherein the circuit is configured to cause an audio system of thegaming apparatus to play audio corresponding the video, wherein theaudio prompts passers-by or users to use the gaming apparatus.
 13. Thegaming apparatus of claim 12, wherein a first character is a model in abeach wear costume and a second character is a model in a cowboy orcowgirl costume.
 14. The gaming apparatus of claim 1, wherein thecircuit is configured to cause each of the first portion, the secondportion, and the third portion to include an image and/or a video of acurtain, and wherein the circuit is configured to cause the each of thefirst portion, the second portion, and the third portion to change fromincluding the image and/or video of the curtain to including video ofthe character.
 15. The gaming apparatus of claim 1, further comprising:a storage unit for storing a first set of videos associated with thefirst body portion in a plurality of costumes, a second set of videosassociated with the second body portion in the plurality of costumes,and a third set of videos associated with the third body portion in theplurality of costumes, wherein the storage unit includes additional setsof videos for additional characters in the plurality of costumes.
 16. Amethod of providing a game of chance via a graphical scene shown on anelectronic display, the method comprising: providing first video on afirst portion of the graphical scene, the first video corresponding to afirst body portion of a model; providing second video on a secondportion of the graphical scene, the second video corresponding to asecond body portion of the model; providing third video on a thirdportion of the graphical scene, the third video corresponding to a thirdbody portion of the model; and providing an indication of a winner ifthe first video, the second video, and third video are associated withthe same costume theme.
 17. The method of claim 16, further comprising:allowing selection of the model from a plurality of selections; andproviding fourth video corresponding to a head portion of the model. 18.A device connected to an electronic display, the device comprising: acircuit configured to cause a character to be shown on the displaywearing multiple pieces of clothing, wherein the circuit is configuredto vary the pieces of clothing shown on the character when a game isplayed; wherein the circuit is configured to enter a winning state forthe game when the pieces of clothing shown on the character match oncethe varying of the pieces of clothing is discontinued.
 19. The device ofclaim 18, wherein the circuit is further configured to operate thedevice as a slot machine.
 20. The device of claim 19, wherein thecharacter is shown in full-motion video at least prior to and after thevarying of the pieces of clothing.